GPU-Planetary-Rendering
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How to create continent?
I am looking into how to generate separated continents instead of a massive land. Having some flat zones helped, even though it still looks like a repetitive amount of mountains with some flat zones.
Is there a way to get some control on how to create separated continents which would feel more organic?
I am trying to play with the noise values, but the overall profile is always the same.
I read the way to do it is to mix multiple noises, but I can't see any good result.
Any suggestion / in-code pointers?
Yep different noise functions and calculations. There should be plenty of tutorials.
Any chance you could give some guidance? I would be happy to raise a PR once I have something working. Any tutorial is pretty specific to their projects and not generic enough to apply to your project.
If you want something super specific a good start would be Shadertoy but that's not exactly a tutorial. Most tutorials are generic just using noises to generate terrain on the CPU, you have to adapt it to GPU. A procedural generation is an art form in itself.
Any chance you could provide some guidance? I see I should work on the surface compute shader, but not sure how to achieve the continent looking.
Sorry, that's a bit more complex, unfortunately, I don't have the free time.
Thanks for looking into this anyway.
https://www.classes.cs.uchicago.edu/archive/2015/fall/23700-1/final-project/MusgraveTerrain00.pdf here is a nice paper on nice-looking noise. http://proland.inrialpes.fr/ this is also a nice project, but it is written in c++.